* coherence pass : "main" scenes & co renamed to "level" scenes & co * auto export now toggled ON by default, but bailing out early if there are no main & lib scenes added * UI improvement for adding level/lib scenes * minor cleanups
11 KiB
Blenvy: Blender add-on
This Blender addon gives you:
-
an easy to use UI to add and configure your Bevy components inside Blender
- the UI is automatically generated based on a registry schema file, an export of all your registered Bevy components's information, generated by the registry export part of the Blenvy crate
- the ability to toggle components on/off without having to remove the component from the object
-
an automatic export of your level/world from Blender to gltf whenever you save your Blend file.
- export of used /marked collections as Gltf blueprints
- change detection, so that only the levels & blueprints you have changed get exported when you save your blend file
- export of material librairies
-
a way to setup you assets for your levels & blueprints in Blender
If you want to know more about the technical details , see here
IMPORTANT !! if you have previously used the "old" add-ons (gltf_auto_export & bevy_components), please see the migration guide If you can I would generally recommend starting fresh, but a lot of effort has been put to make transitioning easier
Installation:
- grab the latest release zip file
- in Blender go to edit => preferences => install
- choose the path where
blenvy.zip
is stored
Quickstart
Configuration:
Bevy side
- setup the Blenvy crate for your project (see the crate's documentation for that), and compile/run it to get the
registry.json
file to enable adding/editing your components in Blender
Blender side
The add-on comes almost mostly pre-configured with sensible defaults, but you can set the following settings to your liking
Common
you need to tell Blenvy - what your level scenes are (what Blender scenes should become levels in Bevy) - what your library scenes are (what Blender scenes will store your library of re-useable blueprints)
Blenvy is opinionated ! - keep you art/sources (usually not delivered with your game) seperate from your game assets - keep your blueprints/levels/materials gltf files seperate
Components
the defaults are already pre-set to match those on the Bevy side for the location of the
registry.json
file, unless you want to store it somewhere other thanassets/registry.json
- Go to the new Components tab in the configuration tab
- click on the button to select your registry.json file (in the "configuration" panel)
- the list of available components will appear
registry file polling
- by default, the add-on will check for changes in your registry file every second, and refresh the UI accordingly
- you can set the polling frequency or turn it off if you do not want auto-refresh
Auto-export
Materials
You can enable this option to automatically generate a material library files that combines all the materials in use in your blueprints.
Since each blueprint is normally a completely independant gltf file, without this option, if you have a material with a large texture for example, ALL of your blueprints using that material will embed that large texture, leading to significant bloat & memory use.
- When this option is enabled, you get a single material library per Blender project, and a MaterialInfo component is inserted into each object using a material.
- The correct material will then be inserted on the Bevy side (that loads any number of material libraries that you need) into the correct mesh (see the configuration options in bevy_gltf_blueprints for more information on that)
- Only one material per object is supported at this stage, ie the last material slot's material is the one that is going to be used
TLDR: Use this option to make sure that each blueprint file does not contain a copy of the same materials
Multiple blend file workflow
If you want to use multiple blend files, use Blender's asset library etc, we got you coverred too ! There are only a few things to keep in mind
Assets/library/blueprints files
- mark your library scenes as specified above, but do NOT specify a level scene
- mark any collection in your scenes as "assets"
- choose "split" for the combine mode (as you want your gltf blueprints to be saved for external use)
- do your Blender things as normal
- anytime you save your file, it will automatically export any relevant collections/blueprints
- (optional) activate the material library option, so you only have one set of material per asset library (recomended)
Level/world files
- mark your level scenes as specified above ( personally I recommended NOT specifying a library scene in this case to keep things tidy, but that is up to you)
- configure your asset libraries as you would usually do, I recomend using the "link" mode so that any changes to asset files are reflected correctly
- drag & drop any assets from the blueprints library (as you would normally do in Blender as well)
- choose "split" for the combine mode (as you want your gltf blueprints to be external usually & use the gltf files generated from your assets library)
- do your Blender things as normal
- anytime you save your file, it will automatically export your level(s)
Take a look at the relevant example for more details
Useage
Components
adding components
- to add a component, select an object, collection, mesh or material and then select the component from the components list: (the full type information will be displayed as tooltip)
- click on the dropdown to get the full list of available components
- you can also filter components by name for convenience
-
add a component by clicking on the "add component" button once you have selected your desired component
it will appear in the component list for that object
editing components
- to edit a component's value just use the UI:
copy & pasting
-
you can also copy & paste components between objects
-
click on the "copy component button" of the component you want to copy
- then select the object you want to copy the component (& its value) to, and click on the paste button.
It will add the component to the select object
if the target object already has the same component, its values will be overwritten
Additional components UI features
Toggling component details
- for large/ complex components you can toggle the details of that component:
Supported components
- normally (minus any bugs, please report those!) all components using registered types should be useable and editable
- this includes (non exhaustive list):
Unregistered types & error handling
-
non registered types can be viewed in this panel : (can be practical to see if you have any missing registrations too!)
-
if you have a component made up of unregistered structs/enums etc, you will get visual feedback & the component will be deactivated
see here for ways to convert invalid / unregistered components to other types.
-
if you are encountering this type of view: don't panic your component data is not gone ! It just means you need to reload the registry data by clicking on the relevant button
Levels
Blueprints
Technical details
- adds metadata to objects containing information about what components it uses + some extra information
- uses Blender's PropertyGroups to generate custom UIs & connects those groups with the custom properties so that no matter the complexity of your Bevy components you get a nicely packed custom_property to use with ...
- supports any number of main/level scenes
- Blender scenes where you define your levels, and all collection instances are replaced with "pointers" to other gltf files (all automatic)
- supports any number of library scenes
- Blender scenes where you define the assets that you use in your levels, in the form of collections
- automatic export of changed objects & collections only ! a sort of "incremental export", where only the changed collections (if in use) get exported when you save your blend file
Components
changing the values of a component in the UI will automatically update the value of the underlying entry in the bevy_components
custom property
Internal process (simplified)
This is the internal logic of the export process with blueprints (simplified)
ie this is an example scene...
and what actually gets exported for the level scene/world/level
all collections instances replaced with empties, and all those collections exported to gltf files as seen above
Known issues & limitations:
- Range data (ie
Range<f32>
etc) are not handled at this time (issue seems to be on the Bevy side) - Entity structs are always set to 0 (setting entity values on the Blender side at this time does not make much sense anyway)
Development
- I highly recomend (if you are using vscode like me) to use this excellent extension , works easilly and fast , even for the latest versions of Blender (v4.0 as of this writing)
- this article might also help out (easy enough to get it working on linux too)
License
This tool, all its code, contents & assets is Dual-licensed under either of
- Apache License, Version 2.0, (LICENSE-APACHE or https://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or https://opensource.org/licenses/MIT)